a96603f025
Merge pull request #12782 from smoogipoo/rework-hitobject-blueprints
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Rename hitobject blueprints and tie them to HitObjects
2021-05-18 16:30:58 +09:00
de2900bc7c
Merge pull request #12834 from Henry-YSLin/flip-mod
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Added "invert" mod for taiko
2021-05-17 12:47:05 +09:00
f34637ea9c
Renamed TaikoModFlip to TaikoModSwap
2021-05-17 11:04:01 +08:00
c4ae70a827
Revert "Renamed TaikoModFlip to TaikoModInvert"
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This reverts commit 5972e43bc2
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2021-05-17 10:59:56 +08:00
a32f1ef35a
Merge pull request #12811 from PercyDan54/hidden-code-cleanup
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Remove obsolete methods in `ModHidden` and apply few touches
2021-05-16 22:07:45 +09:00
5972e43bc2
Renamed TaikoModFlip to TaikoModInvert
2021-05-16 12:51:40 +08:00
422a3b76b6
Remove unused using statements
2021-05-16 13:21:19 +09:00
cbc2a38b59
Move new mod to end to avoid reordering
2021-05-16 13:21:06 +09:00
3d83741a23
Separate Flip and Random
2021-05-16 12:03:03 +08:00
da13be6dd0
Trimmed trailing white space
2021-05-16 11:28:11 +08:00
3519398a22
Added "flip" mod for taiko
2021-05-16 11:16:12 +08:00
166974506e
Duplicate implementions
2021-05-15 11:55:50 +08:00
f716fb0968
Remove bogus InternalChildren
null-check
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`InternalChildren` can't viably be `null`, and if it were, we have
bigger problems. The removed null-check was triggering false-positive
inspections further down.
2021-05-15 00:09:34 +02:00
ffb6135a1b
Rework hitobject blueprints to take in hitobject models
2021-05-13 19:53:32 +09:00
207f7f1e56
Rename FramedAutoGenerator<T> -> AutoGenerator<T>
2021-05-07 00:31:12 +09:00
cf39178099
Use FramedAutoGenerator in Taiko, Catch, Mania
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OsuAutoGenerator is not included in this change because it uses SortedList-like thing
2021-05-06 22:57:07 +09:00
4c9e94da2b
Move context menu logic to base class
2021-04-28 13:43:16 +09:00
f2e56bd306
Refactor editor selection/blueprint components to be generic
2021-04-27 19:01:29 +09:00
e3398d8f1f
Implement "classic" mod for all other legacy rulesets
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Currently empty, automatically handled in game to not be selectable (see `Mod.HasImplementation`)
2021-04-21 09:14:33 +03:00
5ad2d0e759
Merge pull request #12439 from ekrctb/further-refactor-framed-replay
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Further refactor FrameReplayInputHandler, simplify the template code
2021-04-16 17:16:09 +09:00
a965e8a75d
Remove AutoGenerator workaround of now-fixed issue
2021-04-16 14:13:41 +09:00
119c9b4294
Fix placement blueprints not being correctly removed after a rolled back placement
2021-04-16 14:11:33 +09:00
85d2b1232a
Refactor to abstract out strain logic into StrainSkill class
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While it is the case for the existing official Skills, Skill implementations shouldn't be required to conform to a strain based approach.
There are other valid approaches to calculating skill difficulty that can be supported by abstracting the strain logic into its own StrainSkill class.
2021-04-03 20:52:39 +11:00
5b2dcea8a8
Refactor to encapsulate strain logic into Skill class
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As strains are an implementation detail of the current Skill calculations, it makes sense that strain related logic should be encapsulated within the Skill class.
2021-04-03 20:47:43 +11:00
aec859b4d1
Merge branch 'master' into fix-unsafe-skinnable-sample-play
2021-03-18 19:51:46 +01:00
0c3c8141da
Remove Expires and RemoveWhenNotAlive override
2021-03-18 19:39:42 +09:00
3bfde7341f
Revert "Remove unnecessary overrides"
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This reverts commit f4e508b570
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2021-03-17 17:14:53 +01:00
72c18fbdfe
Restructure explosion animation to avoid resetting transforms on free
2021-03-15 21:21:52 +01:00
f4e508b570
Remove unnecessary overrides
2021-03-15 20:43:30 +01:00
58220481db
Rename I{-> Animatable}HitExplosion
2021-03-15 20:39:02 +01:00
8b74666cc3
Add support for pooling explosions in taiko
2021-03-14 16:15:33 +01:00
f5a80e6269
Merge branch 'master' into taiko-judgement-pooling
2021-03-07 13:35:25 +01:00
ad1b86e33a
Change LifetimeEnd
idiom to Expire()
for readability
2021-03-06 18:54:25 +01:00
8f4dadb06a
Enable pooling for taiko judgements
2021-03-06 17:38:04 +01:00
06e42b4b4c
Fix taiko leaving behind empty judgements on legacy skins
2021-03-06 16:02:20 +01:00
5b6018295d
Merge branch 'master' into diffcalc/skill-mods
2021-03-04 13:06:26 +09:00
cd1c1bf534
Centralise cases of performing actions on the current selection
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By moving this to a central location, we can avoid invoking the
EditorChangeHandler when there is no selection made. This helps
alleviate the issue pointed out in
https://github.com/ppy/osu/issues/11901 , but not fix it completely.
2021-02-26 14:15:13 +09:00
dff1d80f39
Update HasFlag usages to HasFlagFast
2021-02-25 15:38:56 +09:00
66643a97b0
Add a list of mods to Skill class
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Although this isn't necessary for existing official rulesets and calculators, custom calculators can have use cases for accessing mods in difficulty calculation.
For example, accounting for the effects of visual mods.
2021-02-20 20:37:44 +11:00
00574a5288
Use ISample everywhere in Skin GetSample lookup path
2021-02-18 18:32:28 +09:00
d3f0c0730d
Merge branch 'master' into non-concurrent-sample-playback
2021-02-12 17:22:15 +09:00
68c20a2a37
Allow autoplay score generation to access mod list
2021-02-07 18:35:34 +01:00
37ef5c7072
rename SliderVelocity to ScrollSpeed
2021-01-29 15:04:55 +06:00
449f883be1
add SV multiplier adjustment to TaikoModDifficultyAdjust
2021-01-29 11:48:51 +06:00
dee0d3c33a
Merge branch 'master' into apply-sv-to-taiko-hr-ez
2021-01-25 14:28:06 +09:00
de9d075f94
Initial sample + samplechannel rework
2021-01-19 17:11:40 +09:00
1b166d809e
Adjust package titles
2021-01-18 11:08:03 +09:00
ec00aaef90
Add nuget deploys for all rulesets
2021-01-18 10:53:31 +09:00
9a22df2b88
Fix BPM multiplier not working in all cases
2021-01-12 17:50:22 +09:00
22a0f99f35
Add failing test
2021-01-12 17:49:21 +09:00